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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNodeStateMachinePlayback" inherits="Resource" version="4.0">
<brief_description>
Playback control for [AnimationNodeStateMachine].
</brief_description>
<description>
Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree.get("parameters/playback")[/code].
[b]Example:[/b]
[codeblock]
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_current_node" qualifiers="const">
<return type="StringName">
</return>
<description>
Returns the currently playing animation state.
</description>
</method>
<method name="get_travel_path" qualifiers="const">
<return type="PackedStringArray">
</return>
<description>
Returns the current travel path as computed internally by the A* algorithm.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if an animation is playing.
</description>
</method>
<method name="start">
<return type="void">
</return>
<argument index="0" name="node" type="StringName">
</argument>
<description>
Starts playing the given animation.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stops the currently playing animation.
</description>
</method>
<method name="travel">
<return type="void">
</return>
<argument index="0" name="to_node" type="StringName">
</argument>
<description>
Transitions from the current state to another one, following the shortest path.
</description>
</method>
</methods>
<members>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" override="true" default="true" />
</members>
<constants>
</constants>
</class>
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